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THX1138

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Posts posted by THX1138

  1. When I launch KSP 1.10, after it has finished loading there will be some text that I can dismiss regarding the latest update. If I don't dismiss it quickly enough, KSP crashes back to desktop (once it even crashed Windows 10 completely). There is not enough time for me to select "don't display this message again" and dismiss the text before it crashes. Is there some way I can manually set the update message not to show again so I don't have this issue?

  2. 12 hours ago, TBenz said:

    Let's take a peek at the config files, shall we?

      Reveal hidden contents

    Mk25:

    MODULE
        {
            name = ModuleParachute
            semiDeployedDrag = 4
            fullyDeployedDrag = 170
            chuteMaxTemp = 1600
            machHeatMultBase = 0.25
            chuteThermalMassPerArea = 0.09
        }

     

    Mk12-R:

    MODULE
        {
            name = ModuleParachute
            semiDeployedDrag = 2
            fullyDeployedDrag = 100
            chuteMaxTemp = 1100
            machHeatMultBase = 0.5
            chuteThermalMassPerArea = 0.08
        }

    *Some superflous entries have been removed, which are identical between both chutes.

    Note that the Mk25 has twice the amount of Semi Deployed Drag and 1.7 times the amount of Fully Deployed Drag, while also heating up slower (machHeatMultBase is lower and chuteThermalMassPerArea is higher) and can withstand a higher maximum heat.

    So, despite what the radius values may lead you to believe, the Mk25 does actually function as a more powerful parachute, and in addition, can handle hotter (faster) speeds.

    Thanks. I guess they should just fix the VAB specs so match the config files.

  3. According to the stats, the Mk25 has diameter 6.3 while the Mk12 has diameter 7.7. This seems like a mistake because

    a) the Mk25 is more expensive (400 vs 150)

    b) the Mk25 is physically bigger

    c) the Mk25 has greater mass (0.2 vs 0.075)

    d) the analogous Mk16-XL has greater diameter than the Mk2 which makes sense because it's a more expensive, bigger, heavier part.

     

    Currently there is no reason to use the Mk25 because of a), b) and c) while it is less effective at slowing a craft.

  4. If I want to get the maximum science from an experiment in a biome do I need to send a separate device for each biome and bring it back to Kerbin without overwriting it or can I send a scientist to remove the data from a device and reuse the same equipment, sending the scientist back home with the data?

     

    yuiO2MH.png

  5. 1 hour ago, AHHans said:

    Only one way to be sure: give it a try. :cool:
    (But I would be rather surprised if it didn't work.)

    I also don't know if getting 100% seismic science on the Mun is per se harder than on Minmus. What is harder is to hit close to your deployed seismic sensor, and because distance plays a role in the amount of seismic science you get that will make it harder. Another issue is that the craft (or parts of it) need to be destroyed by the crash. I guess you are not planning to soft land the asteroid, but it can become an issue if the crashing craft (or asteroid) is outside physics distance. I believe (I haven't really tested it) that on planets or moons without an atmosphere it is not much of a problem, but on planets with an atmosphere your impactor can be deleted without triggering the seismic sensor.

     

    Crash landing within 500 m of my target on the Mun is easy; it's probably been even less than 300 m. Nonetheless, with a >30 ton craft, I only got 5% science whereas Minmus I could get the same with <0.5 ton.

  6. I have a contract to obtain 50% seismic sensor science on the Mun. This was pretty easy to achieve on Minmus with very small craft but the Mun seems to demand much, much larger craft. I was wondering whether deorbiting an asteroid would work. I already have one from another contract and I have enough fuel in my re-direction craft that I think I can smash the thing into the Mun and hopefully break that stupid seismic sensor. I was hoping someone could tell me whether this would register on the experiment before I go through the trouble.

  7. When I load onto the runway, the engine is already engaged so using that action button disengages the engine. If the engine is engaged, when I use the action button to toggle engine power, the engine disengages - the propeller starts to turn slowly but gets slower and slower until it stops. The engine cannot then be re-engaged until I toggle the engine power again. None of the other buttons help either. 

    Never mind; I thought it used electricity, not liquid fuel.

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